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By the time I uncovered the truth about Arthur, I had long been obsessed with a new and different type of story, or a new and different type of storytelling. On Christmas 1989, a Nintendo appeared in the house. I took to that two-tone-gray console so completely that my alarmed mother imposed a rule: I could only rent a new game when I finished reading a book. Games were expensive, and, having already mastered the ones that had come with the console—a single cartridge combining Super Mario Bros. and Duck Hunt—I was eager for other challenges. The only snag was that, at six years old, I couldn’t read as fast as I could complete a game. It was time for another of my neophyte hacks. I started coming home from the library with shorter books, and books with lots of pictures. There were visual encyclopedias of inventions, with crazy drawings of velocipedes and blimps, and comic books that I realized only later were abridged, for-kids versions of Jules Verne and H. G. Wells.

It was the NES—the janky but genius 8-bit Nintendo Entertainment System—that was my real education. From The Legend of Zelda, I learned that the world exists to be explored; from Mega Man, I learned that my enemies have much to teach; and from Duck Hunt, well, Duck Hunt taught me that even if someone laughs at your failures, it doesn’t mean you get to shoot them in the face. Ultimately, though, it was Super Mario Bros. that taught me what remains perhaps the most important lesson of my life. I am being perfectly sincere. I am asking you to consider this seriously. Super Mario Bros., the 1.0 edition, is perhaps the all-time masterpiece of side-scrolling games. When the game begins, Mario is standing all the way to the left of the legendary opening screen, and he can only go in one direction: He can only move to the right, as new scenery and enemies scroll in from that side. He progresses through eight worlds of four levels each, all of them governed by time constraints, until he reaches the evil Bowser and frees the captive Princess Toadstool. Throughout all thirty-two levels, Mario exists in front of what in gaming parlance is called “an invisible wall,” which doesn’t allow him to go backward. There is no turning back, only going forward—for Mario and Luigi, for me, and for you. Life only scrolls in one direction, which is the direction of time, and no matter how far we might manage to go, that invisible wall will always be just behind us, cutting us off from the past, compelling us on into the unknown. A small kid growing up in small-town North Carolina in the 1980s has to get a sense of mortality from somewhere, so why not from two Italian-immigrant plumber brothers with an appetite for sewer mushrooms?

One day my much-used Super Mario Bros. cartridge wasn’t loading, no matter how much I blew into it. That’s what you had to do back then, or what we thought you had to do: you had to blow into the open mouth of the cartridge to clear it of the dust, debris, and pet hair that tended to accumulate there. But no matter how much I blew, both into the cartridge and into the cartridge slot of the console itself, the TV screen was full of blotches and waves, which were not reassuring in the least.

In retrospect, the Nintendo was probably just suffering from a faulty pin connection, but given that my seven-year-old self didn’t even know what a pin connection was, I was frustrated and desperate. Worst of all, my father had only just left on a Coast Guard trip and wouldn’t be back to help me fix it for two weeks. I knew of no Mario-style time-warping tricks or pipes to dive into that would make those weeks pass quicker, so I resolved to fix the thing myself. If I succeeded, I knew my father would be impressed. I went out to the garage to find his gray metal toolbox.

I decided that to figure out what was wrong with the thing, first I had to take it apart. Basically, I was just copying, or trying to copy, the same motions that my father went through whenever he sat at the kitchen table repairing the house’s VCR or cassette deck—the two household machines that, to my eye, the Nintendo console most closely resembled. It took me about an hour to dismantle the console, with my uncoordinated and very small hands trying to twist a flat screwdriver into Philips-head screws, but eventually I succeeded.

The console’s exterior was a dull, monochrome gray, but the interior was a welter of colors. It seemed like there was an entire rainbow of wires and glints of silver and gold jutting out of the green-as-grass circuitboard. I tightened a few things here, loosened a few things there—more or less at random—and blew on every part. After that, I wiped them all down with a paper towel. Then I had to blow on the circuitboard again to remove the bits of paper towel that had gotten stuck to what I now know were the pins.

Once I’d finished my cleaning and repairs, it was time for reassembly. Our golden Lab, Treasure, might have swallowed one of the tiny screws, or maybe it just got lost in the carpet or under the couch. And I must not have put all the components back in the same way I’d found them, because they barely fit into the console’s shell. The shell’s lid kept popping off, so I found myself squeezing the components down, the way you try to shut an overstuffed suitcase. Finally the lid snapped into place, but only on one side. The other side bulged up, and snapping that side into place only caused the first side to bulge. I went back and forth like that for a while, until I finally gave up and plugged the unit in again.

I pressed the Power button—and nothing. I pressed the Reset button—and nothing. Those were the only two buttons on the console. Before my repairs, the light next to the buttons had always glowed molten red, but now even that was dead. The console just sat there lopsided and useless, and I felt a surge of guilt and dread.

My father, when he came home from his Coast Guard trip, wasn’t going to be proud of me: he was going to jump on my head like a Goomba. But it wasn’t his anger I feared so much as his disappointment. To his peers, my father was a master electronics systems engineer who specialized in avionics. To me, he was a household mad scientist who’d try to fix everything himself—electrical outlets, dishwashers, hot-water heaters, and AC units. I’d work as his helper whenever he’d let me, and in the process I’d come to know both the physical pleasures of manual work and the intellectual pleasures of basic mechanics, along with the fundamental principles of electronics—the differences between voltage and current, between power and resistance. Every job we undertook together would end either in a successful act of repair or a curse, as my father would fling the unsalvageable piece of equipment across the room and into the cardboard box of things-that-can’t-be-unbroken. I never judged him for these failures—I was always too impressed by the fact that he had dared to hazard an attempt.

When he returned home and found out what I’d done to the NES, he wasn’t angry, much to my surprise. He wasn’t exactly pleased, either, but he was patient. He explained that understanding why and how things had gone wrong was every bit as important as understanding what component had failed: figuring out the why and how would let you prevent the same malfunction from happening again in the future. He pointed to each of the console’s parts in turn, explaining not just what it was, but what it did, and how it interacted with all the other parts to contribute to the correct working of the mechanism. Only by analyzing a mechanism in its individual parts were you able to determine whether its design was the most efficient to achieve its task. If it was the most efficient, just malfunctioning, then you fixed it. But if not, then you made modifications to improve the mechanism. This was the only proper protocol for repair jobs, according to my father, and nothing about it was optional—in fact, this was the fundamental responsibility you had to technology.